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General Tabletop Discussion
*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
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<blockquote data-quote="CapnZapp" data-source="post: 8099955" data-attributes="member: 12731"><p>This is <em>precisely</em> what I have been trying to say.</p><p></p><p>I too have have wrestled with the the double whammy of lack of advice on time pressure couple with how the encounter design pretty much says a hard no to having monsters retreat and regroup.</p><p></p><p>In my experience, adventures go out of their way <strong>not</strong> telling you how to pace encounters. While I can somewhat understand this - it makes adventures work for a bigger range of playing style - it pretty much drops the ball of fixing problems caused by game design squarely in the lap of you, the GM.</p><p></p><p>PS. Consumables do pitiful healing. Wands of healing were apparently one of the most reviled things about Pathfinder 1, so they're gone. And as far as I can see, potions of healing still give the same pitiful amount of healing despite a) heroes and monsters having much more hp in this game, and b) consumables are MUCH MUCH more expensive in this game. Literally a whole magnitude more expensive!</p><p></p><p>The net result is that, no, you aren't likely to bring "tons of consumables" anywhere. In fact, since you get a permanent item if you sell eight consumables of its level... you pretty much consider consumables vendor trash in this game. At least my players do.</p><p></p><p>Treat Wounds were absolutely intended to replace this yes. Treat Wounds is free in that it does not require money or spell slots - only time and a couple of build choices.</p><p></p><p>Shame it is a whole minigame in itself, and that it isn't powerful enough to heal you quick enough for other aspects of the rules to work as intended... <img class="smilie smilie--emoji" alt="🤷🏻♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-1f3fb-2642.png" title="Man shrugging: light skin tone :man_shrugging_tone1:" data-shortname=":man_shrugging_tone1:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8099955, member: 12731"] This is [I]precisely[/I] what I have been trying to say. I too have have wrestled with the the double whammy of lack of advice on time pressure couple with how the encounter design pretty much says a hard no to having monsters retreat and regroup. In my experience, adventures go out of their way [B]not[/B] telling you how to pace encounters. While I can somewhat understand this - it makes adventures work for a bigger range of playing style - it pretty much drops the ball of fixing problems caused by game design squarely in the lap of you, the GM. PS. Consumables do pitiful healing. Wands of healing were apparently one of the most reviled things about Pathfinder 1, so they're gone. And as far as I can see, potions of healing still give the same pitiful amount of healing despite a) heroes and monsters having much more hp in this game, and b) consumables are MUCH MUCH more expensive in this game. Literally a whole magnitude more expensive! The net result is that, no, you aren't likely to bring "tons of consumables" anywhere. In fact, since you get a permanent item if you sell eight consumables of its level... you pretty much consider consumables vendor trash in this game. At least my players do. Treat Wounds were absolutely intended to replace this yes. Treat Wounds is free in that it does not require money or spell slots - only time and a couple of build choices. Shame it is a whole minigame in itself, and that it isn't powerful enough to heal you quick enough for other aspects of the rules to work as intended... 🤷🏻♂️ [/QUOTE]
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Regarding the complexity of Pathfinder 2
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